Burned by the Poi by Risist
You have been summoned into cat-like creatures world. The creatures want you to complete a certain task before they allow you to go back. Nothing seems familiar to you in here. You are equipped with two easily inflammable balls attached to the torches. Then it hit you, the poi dance. You trained it some time ago. Right, that’s my chance - you think. In control of the fire go and burn 'em all!
Mechanics The playable character follows the rotation of the player's mouse. You can throw and pull in your poi balls, each separately controlled by Left/Right mouse keys. When the balls collide they create a cloud of fire.
Torches will burn out after a while. Unlit they won't provide enough damage to the enemies, meaning you are not able to defend yourself. Also, in the darkness enemies will gain more courage and attack you. Keep your fire alive, or die!
Ai Enemies hide in the darkness and once in a while charge at you. They are also able to unlit the surrounding torches.
Music and sounds Music is done with guitar and some editing applied. Enemies' voice is my voice with changed pitch. Despite that, original recording sounds almost the same! :D
*Graphics * There are a lot of particles and post processes. And some 2d sprites of course.
https://www.youtube.com/watch?v=kpJcUqiBbu4
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| Youtube | https://risist.itch.io/burned-by-poi |
| Original URL | https://ldjam.com/events/ludum-dare/46/burned-by-poi |
Ratings
| Overall | 1142th | 3.53⭐ | 69🧑⚖️ |
| Fun | 1173th | 3.343⭐ | 69🧑⚖️ |
| Innovation | 671th | 3.566⭐ | 70🧑⚖️ |
| Theme | 1700th | 3.434⭐ | 70🧑⚖️ |
| Graphics | 816th | 3.906⭐ | 71🧑⚖️ |
| Audio | 529th | 3.644⭐ | 68🧑⚖️ |
| Humor | 1067th | 2.984⭐ | 64🧑⚖️ |
| Mood | 494th | 3.794⭐ | 70🧑⚖️ |
| Given | 88🗳️ | 87🗨️ |
I think your game could do with a clearer goal though : If you have to spill a certain amount of blood it could be a gauge & if you have to kill everything it could be a dead Red Eyed count. And maybe add a bit of feedback to enemies' deaths, as most of the time I noticed I killed some only when I was stepping on their corpses.
Overall, I think it's a nice result for a game jam project and enjoyed playing it ! :)
The poi are a bit difficult to control and I confess I didn't really understand the mouse buttons effects. I looks like they both do the same thing(??). And sometimes one of them would get stuck on the wall.
Keep up the nice work!
Moving back and forth in the right way and flicking my mouse around seemed to build up momentum... I just couldn't quite get the poi moving in a way where it felt controlled enough that I was confidently able to attack the Red Eyes. Is there a technique I'm missing?
Like others mentioned, I didn't quite get the mouse buttons -> poi modes connection immediately. When it did click for me ... I definitely felt more in control but it always felt like having the poi swing out was better than having them close / tight.
The camera movement is a bit exaggerated, for me, which made it hard to see the initial speech bubbles. But I figured it out eventually.
Overall I think this is a really interesting jam and I feel like there's a lot of potential in using poi as weapons (strictly in a video game context :stuck_out_tongue: )
That said, exploration and the fire mechanics are pretty entertaining, it could be interesting to explore a larger dungeon with these mechanics. Good job!
I think the poi mechanic is a really good idea with a lot of potential, though the implementation could use a lot of fine-tuning and polishing.
The graphics were top-notch. Great job on the lighting, art, animation, and mood of the whole scene. In fact this is my first 5 star rating in graphics so far!
Nice game though, well done.
Nontheless a great entry. Creepy mood with atmospheric lighting and some meele combat. I'd appreciate if the combat could be a little more responsive. Hit feedback is missing completely, if I remeber correctly.
1 - Mecânicas, Aprendizado e Fluxo:
Achei muito interessante utilizar duas fontes de luz (tochas em correntes) como mecânica de ataque, iluminação, proteção e interações.
Sair de um ponto seguro, confrontar inimigos, evitar armadilhas, a poça que incendeia (não sei se é algum tipo de poça de petróleo).
Gostei daquela região onde o fogo muda de cor (não entendi bem se tinha algo a ver com o ar do lugar ou se as runas simbolizavam alguma alteração espiritual ali).
Aprender a andar com as tochas foi um pouco difícil (morri muitas vezes), ainda assim não dominei totalmente.
Às vezes as tochas ficavam presas (por correntes) a partes do estágio (não sei se isso foi proposital).
Eu não entendi se os gatos inimigos eram finitos (seria bom ter uma forma de saber se está avançando nesse sentido de confrontar eles).
Gostei da apresentação do jogo através das falas dos gatos de olhos azuis (isso já coloca tanto a história, quanto o próprio tutorial de uma forma pulável, e isso foi algo positivo (ao meu ver)).
Creio que se houver mais tempo para o projeto (após o tempo de Ludum Dare), algo positivo seria não ser colocado diretamente nesse local de ação, mas ter uma sala com menor quantidade de inimigos para aprender melhor a usar as "tochas em correntes".
O fluxo de jogo ficou um pouco confuso ao meu ver, além de um pouco ansioso, pois o personagem principal morre muito rápido e a missão não fica cem por cento clara (dado que um gato azul diz que é para matar os "olhos vermelhos", mas não me senti avançando muito e não pareceu uma tarefa possível de concluir, porque machucar ao atacar é muito fácil).
Se as outras partes do estágio podem interferir na condição de vitória, seria uma boa (para tempo pós game jam) fazer algum feedback maior da utilidade daquilo.
Colocar uma barra de vida em cada gato pode ser interessante também (algo que não polua a tela, por exemplo permitindo desabilitar apertando um botão).
O uso do tema no meio da mecânica ficou interessante e divertido, apesar da dificuldade. Parabéns à equipe de ideação e programação.
2 - Gráficos, Áudio e Narrativa:
A estética sombria, combinada com a iluminação das fontes de luz/fogo ficou muito interessante.
A personagem principal e os gatos poderiam ser polidos (fora do tempo do evento), especialmente se a ideia for continuar o projeto e incrementar inimigos com diferentes comportamentos.
Os efeitos sonoros me agradaram (majoritariamente).
A trilha sonora fez seu serviço de fundo (algo que poderia ser polido também).
A narrativa de "evocação do herói" poderia ser melhor trabalhada se o projeto tiver tempo para ser quebrado em diversos estágios (pós jam).
3 - Cultura:
O jogo bebe da fonte de histórias no estilo "evocar herói" (comuns em HQ orientais), bem como o uso de humanoides similares a gatos (personagem principal).
Gatos também são muito usados culturalmente, o que favorece encontrar nicho para o projeto (apesar de matar gatos afastar um pouco esse mesmo nicho, creio).
Com os devidos polimentos, este jogo (em diversos estágios) seria algo agradável a esse público-alvo e possíveis outros amantes de jogos de masmorra e ação.
4 - Monetização:
Creio que o projeto sendo polido e estendido, poderia vender em stores como itch.io. Se o trabalho em cima do projeto avançar ainda mais, creio que poderia vender no Steam.
1 - Mechanics, Learning and Flow:
I found it very interesting to use two light sources (torches in chains) as attack mechanics, lighting, protection and interactions.
Get out of a safe spot, confront enemies, avoid traps, the puddle that burns (I don't know if it's some kind of oil puddle).
I liked that region where the fire changes color (I didn't quite understand if it had something to do with the air in the place or if the runes symbolized some spiritual change there).
Learning to walk with the torches was a little difficult (I died many times), yet I still did not completely dominate.
Sometimes the torches were attached (by chains) to parts of the stage (I don't know if this was on purpose).
I didn't understand if the enemy cats were finite (it would be nice to have a way of knowing if you are making progress towards confronting them).
I liked the presentation of the game through the lines of the blue-eyed cats (this already puts both the story, and the tutorial itself in a skippable way, and that was something positive (in my view)).
I believe that if there is more time for the project (after Ludum Dare's time), a positive thing would be not to be placed directly in this place of action, but to have a room with fewer enemies to learn better how to use "chain torches" .
The game flow was a little confusing in my view, as well as a little anxious, as the main character dies very fast and the mission is not 100% clear (given that a blue cat says it is to kill the "red eyes" , but I didn’t feel that I was moving far and it didn’t seem like a possible task to complete, because hurting when attacking is very easy).
If the other parts of the stage can interfere with the victory condition, it would be a good thing (for post-game jam time) to give some more feedback on the usefulness of that.
Putting a life bar on each cat can be interesting too (something that does not pollute the screen, for example allowing you to disable it by pressing a button).
The use of the theme in the mechanics was interesting and fun, despite the difficulty. Congratulations to the ideation and programming team.
2 - Graphics, Audio and Narrative:
The dark aesthetic, combined with the illumination of the light / fire sources was very interesting.
The main character and the cats could be polished (outside the time of the event), especially if the idea is to continue the project and augment enemies with different behaviors.
The sound effects pleased me (mostly).
The soundtrack did its background work (something that could be polished too).
The narrative of "evoking the hero" could be better worked out if the project has time to be broken up in several stages (post jam).
3 - Culture:
The game draws on the source of stories in the style "evoke hero" (common in Eastern comics), as well as the use of humanoids similar to cats (main character).
Cats are also widely used culturally, which favors finding a niche for the project (although killing cats will put that niche away a little, I think).
With the proper polishing, this game (in several stages) would be something pleasing to this target audience and possible other lovers of dungeon and action games.
4 - Monetization:
I believe that the project, being polished and extended, could sell in stores like itch.io. If the work on the project progresses further, I think it could sell on Steam.
Se me flailing wildly:
https://youtu.be/mq6elJgLT4w
At any rate, I had fun. Thanks!
Overall I think the game is really nice!